Wednesday, April 14, 2010

Summary of Events Stardate 0410.14

(Sorry for the huge gap. RL has been more of a test than usual, and over-exhausting to boot. All you hordes of rabid fans must be going crazy :)...)


Quick Start Play:



If you'd like to be able to jump right in to see if you like this game, you might want to try a few rounds of Simple Combat. The Simple Combat Game is a way for you to quickly resolve combat between vessels, or fleets of vessels. This is useful if you are playing a scenario or campaign that involves more than a few ships. Otherwise a simple scenario could take weeks to play through.



It is useful to keep a copy of the Simple Combat Template. This makes it possible to copy and paste the basics of your bit of 'paperwork', add however many ships you may need to, and change or insert ship names. Here is a very basic template (there are more in the files):



IKS rolls: o/d

USS rolls: o/d

Result:

IKS damage /15

USS damage /15



The first section is for points rolled (1d6 result times the appropriate multiplier), and how the points are allocated (offense/defense). The second "Result" section shows the calculated damage. In the case of basic AI ships, the damage potential is 15.. so you would indicate 5 points damage with 5/15. Pretty simple.



If you are playing a single player game, roll a 1d6 to see who 'wins the toss'. If you roll a 1-3, you do. Then you roll the 1d6 for your opponent first. Allocate available points according to this multiplier chart:



2 (DS) Defense Sat/(FR)Freighter X1

3 (FF) Frigate X4

4 (DD) DestroyerX6

5 (CL) Light Cruiser X8

6 (CA) Heavy Cruiser X10

7 (CC) Command Cruiser X12

8 (BCH) Heavy Battlecruiser X15

9 (DN) Dreadnought X20

10 (BB) Battleship X22

11 (CV)Carrier X25

12 (STB ) Starbase/ (BS)Base Station X50/75 (reroll, 50/50)



Here is an example of simple combat between the Klingon heavy cruiser Perseus and the Sha'kurian heavy cruiser Count: In this case, I won the toss, playing as the Perseus. That meant that I had to roll and allocate for the Sha'kurian first. (The point of all this 'coin tossing' is to add randomness to the gameplay in the single player game. It puts the luxury of being able to react to your opponent's first move on a totally random footing. And of course, whoever rolled second first time rolls first the next. Compare it to the coin toss to determine who receives the kickoff in a football game ) That first roll was a 6 (on a 1d6), for 60 points. Acting for the Shakurian, I decided to play it safe, putting it all on defense. As it turned out, the caution was unnecesary. The Klingon only rolled a 1.



IKS Perseus rolls:10 0o/10d

SRS Count rolls:60 0o/60d

Result:

IKS Perseus damage 0/25

SRS Count damage 0/15



For the next volley, the Klingon ship took its turn rolling first. It rolled a "3", for 30 points, and put them all on defense. It didn't save him because the Count rolled a 6.



IKS Perseus rolls:30 0o/30d

SRS Count rolls:60 60o/d

Result:

IKS Perseus destroyed

SRS Count damage 0/15



You'll note that the Perseus is able to take 25 points of damage. That is

because all of my play has given me a "Elite" rating. The increased available points is one of the benefits of that. For details, see "Experience Points: How to Get Them and What They Get You". If you want to take it a step further, you can capture ships using Simple Combat. You have to cause 10 points of damage to lower the enemy shields, then transport over. Ah, but to so that you have to lower your own shields. Do that by giving yourself (just for the 'transport' volley) 10 points damage. A bit tricky, with careful timing involved, but a great tactic. And of course, as new races are added to Fantasy Trek, there will be a few

necessary variations to these rules (i.e. Tholian Webs).



So what to do with all of this? As I said, the Simple Combat Game is ideal for extended scenarios involving many ships in combat. The latest is "Fifty Points" (details below)



Games in Play:



"Fifty Points" (see Dev notes for rules)

Turns 47 through 50



Yet another slow week for Fifty Points, as work elsewhere takes precedence. Rules were developed for planetary bombardment, and the Klingons used it to take their first planet. And the usual Klingon sense of delicacy and subtle precision has rendered the planet untouchable for five turns :) And the USS Gallipoli has found evidence of that civilian yacht being destroyed near the Fed exit from the corridor. I have to say, this campaign has a worryingly slow pace right now. Here are the turn logs:



Turn 47)

0310.30

Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FSY1 compltes construct FCA1 (3/3) No contact (v,10). FDD USS Gallipoli at (AA,11): Scans detect wreckage of Fed civilian yacht. See log.

Kingons: KBF on station Planet Red 16. Planetary bombardment KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek) vs Planet Red 16 (t,18) Bombardment complete. KSY1 Construct KCA1 (3/3) No contact. (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 RCS1 complete. Construct duranium refinery (2/2) (af,14)



Turn 48)

0310.30

Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FCA1 launched as FCA USS Shatner FSY1 begins construct FCA2 (1/3) No contact (v,10). FDD USS Gallipoli on station (AA,11): Analyze scans wreckage of Fed civilian yacht.

Kingons: KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek) on station Planet Red 16 (t,18) Bombardment waiting period 1/5. KCA1 launched as KCA IKS Chang KSY1 Construct KCA2 (1/3) No contact. (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete Construct RFr (1/1) (af,14)





Turn 49)

0410.04

Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FCA1 launched as FCA USS Shatner FSY1 continues construct FCA2 (2/3) No contact (v,10). FDD USS Gallipoli on station (AA,11): Analyze scans wreckage of Fed civilian yacht.

Kingons: KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek) on station Planet Red 16 (t,18) Bombardment waiting period 2/5. KCA1 launched as KCA IKS Chang KSY1 Construct KCA2 (2/3) No contact. (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr complete (af,14)



Turn 50)

0410.04

Federation: FF1 (Federation First Fleet) on station at Planet Blue17 FCA1 launched as FCA USS Shatner FSY1 continues construct FCA2 (3/3) contact? Contact 5 pirate craft (v,10) (0410.04) FSY1 FDN USS Tiberius FCA USS Independence FCA USS Archer FDD USS Entebbe vs Independent Destroyer Independent Light Cruiser1 Independent Light Cruiser2 Independent Freighter1 Independent Freighter2. Pirates destroyed. Feds undamaged. FDD USS Gallipoli on station (AA,11): Analyze scans wreckage of Fed civilian yacht.

Kingons: KBF (KCVC IKS Ab'Qaff KCA IKS 'etlh KCA IKS Krenn KDD IKS Levek) on station Planet Red 16 (t,18) Bombardment waiting period 3/5. KCA1 launched as KCA IKS Chang KSY1 Construct KCA2 (3/3) No contact. (x,14)

Romulans: RIF1 (Romulan First Imperial Fleet) on station at Planet Green 5. (af,12) RSY1 RCS1 on station. Duranium refinery complete. RFr begins mining system for raw duranium turn 1/5 (af,14)



"Head to Head Sector Assault"



Here are the rules for anyone who doesn't remember:



The goal is to conquer and hold all 5 systems.



In order to do this, you must conquer, then sufficiently defend the systems while denying your enemy access to those same systems. Reduce the enemy fleet sufficiently to prevent them from building a shipyard, and stop/destroy enough enemy convoys to deny random reinforcements sufficient to threaten your shipyards. You must also attain a minimum of 13 points (see 'Victory Conditions' below)



System Conquest:

Regardless of whether a system has been taken by enemy forces, you will face a random-sized enemy fleet upon first arrival in a new system. Roll 1d6 for size of enemy fleet, then subtract any applicable random fleet disadvantage (see below). Then use appropriate simple combat template. All surviving ships retain damage but can move and fight until destroyed. They can only be repaired by remaining in place for two turns (subject to random enemy attack each turn: (1d6: 4-6)) or by docking at shipyard for one turn. The system remains yours once you've defeated the initial fleet, but if left undefended, any attempt to conquer it will only be countered by a randomly generated fleet. You can (and should) choose to leave any combination of ships and/or a shipyard to defend it.



Open Space:

Enemy convoys will only be encountered in open spaces. Roll for encounter (3/6 chance). Then roll 1d6 for enemy escorts. 1-3= 1 CA escort. 4-6= 2 CA escorts. The random fleet disadvantage does not affect this. Random enemy convoy(s) must be stopped=at least 3/5 freighters destroyed or captured (5/15 damage and successful boarding party action), escorts destroyed or disabled (10/15 damage) in 5 volleys or less. Every convoy that is stopped decreases random enemy fleet size by one. This is the random fleet disadvantage. For every three freighters captured, your random fleet disadvantage is reduced by one. You will not encounter convoys in open spaces when you have conquered both adjacent systems



Enemy forces may be encountered in all open spaces (even between two conquered and held systems). Roll for encounter (2/6 chance), Roll for size of enemy fleet (use same method as in-system combat).



Shipyard:

Shipyards are recommended. They can only be built in systems that you hold (by destroying an initial assault fleet). Three starships must remain in system or open space area for three turns to build shipyard. During each turn 50% chance of random attack. (1d6: 4-6) LOS (line of sight) must be maintained to use or attack shipyard. Shipyard has X75 multiplier. Shipyard can construct replacement ships in 3 turns. While your fleet can not exceed 6 ships, additional ships built at shipyards do not count against this total. They cannot fight with full-sized fleets, but can supplement diminished fleets. The same rule applies to surviving random reinforcements. Since you must have a minimum of three ships to build a shipyard, it is recommended that you build at least one shipyard and at least two reserve ships just in case of unforseen losses. A fleet reduced to two ships and no shipyard to fall back would have little chance of victory.



If you want to register as a player, notify me through the Yahoo Group or a comment on the blogsite. I recommend keeping a record of your games played, as they add up to experience points that enrich your gaming experience.



Victory Conditions/Points-

Shipyards 5 (max)

Fleet size 6 (max)

Reinforcement capacity 6 (max)



You must conquer 5 systems and attain 13+ VC points



Turns 6 through 9

The bloody shambles of the first five rounds have forced both sides to rebuild, and rebuild some more. In the end of all that, the Feds have the edge, by a turn or two. A bit surprising, and the Klingon commander needs to be looking over the horizon while he waits for the Kandido to finish construction. But the Feds have had the edge before and lost. So we'll wait and see.



Turn 6)

(0310.31)

System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr (KF2) on station KSY1 complete, begins construct KCA IKS Sompek 2/3 Contact? No contact.



System 5: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn begin construct FSY1 turn 2/3 contact? Contact: No contact



Turn 7)

(0310.31)

System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr (KF2) on station KSY1 complete, begins construct KCA IKS Sompek 3/3 Contact? Contact: 6 FCA's *won toss. (0310.31) KSY1 KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr vs FCA USS Constitution FCA USS Alexander Hamilton FCA USS Thomas Jefferson FCA USS Dublin FCA USS Nelson FCA USS San Francisco destroyed. No damage to Klingons.



System 5: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn begin construct FSY1 turn 3/3 contact? Contact: 3 KCA's won toss (0310.31) FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn vs KCA IKS Ketha KCA IKS ToQ KCA IKS kIS'leQ. KCA IKS Ketha KCA IKS ToQ KCA IKS kIS'leQ destroyed. Feds undamaged.



Turn 8)

(0410.10)

System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek (KF2) on station KSY1 begins construct KCA IKS Kandido 1/3 Contact? No contact.



System 5: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn depart for open space. FSY1 complete.



Turn 9)

(0410.10)

System 1: KCA IKS NaQjej KCA IKS Qaw'lu KCA IKS Qui'tu KCA IKS D'kerr KCA IKS Sompek (KF2) on station KSY1 begins construct KCA IKS Kandido 2/3 Contact? No contact.



System 5: FSY1 complete.



Open Space: FCA USS Philadelphia FCA USS Orinoko FCA USS Hyperion FCA USS Dallas FCA USS Sam Houston FCA USS Clyburn arrive in open space. Search for conoy? No contact.







Command College:



What Are Your Orders, Captain?



(TNG Era) "Omega Dilemma"



Federation troops working side by side with Klingons to clear pirate-infested planets in the Triangle Zone happen upon a disturbing find on an uncharted planet. Colonel Jeb Saunders has discovered a large source of the Omega Particle buried deep underground. Colonel Saunders knows that standard orders regarding the Omega Particle require that a special team be brought in immediately, superceding all other orders and concerns, due to its unparalleled power and its potential for destruction. The Omega Directive even supercedes Prime Directive considerations. In this case, however, Colonel Saunders is concerned that the Klingon forces he is working with will undoubtedly detect the Omega Particle and attempt to take it for their own uses. At the same time, the alliance with the Klingons could suffer if they discover that he is working to conceal the powerful discovery.



"What Are Your Orders, Captain?" will return next week



Post your solution in the YahooGroup or through the blogsite's 'comment' feature.



"Captain's Log"



"...the hidden dangers of diversity..."



(Mirror TOS/AOS)



Even as Vulcan knew that our logic and physical superiority made us the natural rulers of the galaxy, we also knew to listen to others. It is illogical to assume that every answer, every piece of wisdom must come from a Vulcan. The concept of IDIC, Infinite Diversity in Infinite Combinations made us what we are. But I failed to anticipate the hidden dangers of diversity. There are obviously those viewpoints, even valid, logical viewpoints that are too dangerous to be allowed.



Chasing the Emperor Tiberius back in time was, in and of itself, dangerous, and full of incalculable variables. But the alternative was even more dangerous. As a result of the influence that a mirror James Kirk had on me, the Terran Empire is in shambles, Vulcan is a slave planet, and Earth has been rendered uninhabitable. The Klingon/Cardassian Alliance has now swallowed up the territory once held by the Empire, and is making inroads into Romulan space. All this because I listened to the words of an honorable man. And because I didn't kill the James Tiberius Kirk from my universe. Now he knows that I am the cause of this destruction, the architect of this tragic affair as a Klingon poet once said, and he is determined to destroy Vulcan in an attempt to stop me from being born. Tiberius does not understand quantum temporal mechanics. This will not save his Empire, nor will it destroy my Vulcan. But again, the words of the Mirror Kirk come to mind. The illogic of waste. Tiberius must die.



For next week. write a 100+ word log entry including the phrase "...a system that works...". Post it in the yahoo group or on the blogsite's "comment" feature for a Command College Point.



Dev Notes:



Long time no summary. There is an April calender image up, and I've got an idea for May. And I am now the proud papa of a brand new bouncing baby Blackberry... with no connectivity. The palm m505 looks to be headed for StoVoKor, and a replacement needs to be waiting in the wings. The Blackberry, a 7310e is not a bad device, but certainly a challenge. It's not the easiest to write with, and I've yet to figure out how to get any text off of it. Anybody reading this who has advice, please sing out. As usual, as Fifty Points crawls along, the rules change. Here is the latest incarnation:



Objectives:



Diplomatic agreement to settle unclaimed zone. Fifty-one planets in three sectors. Seventeen systems each. Each sector= 10x25 spaces.



Three powers must establish economic/material support locally.



After initial battle group (One dreadnought, three heavy cruisers, two destroyers), all ships must be built locally.



Each power must successfully transport twelve convoys to unclaimed zone and then back to friendly space.



Winning power must unite at least two sectors in order to win.



Winning power must achieve 17 experience points.



Winning power must win at least 5 heavy combat engagements



Sector Victory Conditions:



Military: 2/3 (12/17) systems conquered-see rules below.

Diplomatic/Subterfuge/Economic: 2/3 (12/17) systems cleared of pirate threat.



At least ten 100+ word logs required from each power.



Rules



Shipyards:

Initial battle group carries enough duranium and dilithium to build three shipyards. After that, shipyards require five freighters of refined duranium and dilithium. Three heavy cruisers take three turns (without diplomatic cooperation) to build a shipyard (subject to random pirate attack (each turn, 2/6 chance of attack) in systems where pirates are active). In systems with diplomatic cooperation, three heavy cruisers take two turns to build a shipyard (subject to random pirate attack (each turn, 2/6 chance of attack) in systems where pirates are active).



Shipyards require one freighter shipment of duranium and one freighter shipment of dilithium to build one carrier, three heavy cruisers or five destroyers. In pirate affected systems, all construction periods are subject to random pirate attack (2/6 chances) every other turn



Shipyards build at this rate:

1 carrier= 6 turns

1 heavy cruiser=3 turns

1 destroyer= 1 turn

1 freighter= 1 turn

1 construction ship= 1 turn



Construction ships build at this rate:

1 defsat= 1 turn

1 dilithium refinery= 2 turns

1 duranium refinery= 2 turns



Each zone contains only four systems capable of supplying duranium and dilithium (for each survey, roll 1d6, 1,2= positive result, until four are catalogued). Five turns required to mine a freighter full of ore, and five turns to refine it.



Aside from the twelve convoys that must be transported from friendly space to unclaimed zone and then back to friendly space, convoys are required to transport refined dilithium and duranium from refineries to shipyards in order to build/maintain fleets. Powers can hijack enemy convoys, but after each such incident, the odds of it being subject to pirate attack increase. (see ROE)



ROE (Rules of Engagement)



Three powers must turn local populations to their sides. Each power will have advantages:

Federation: Diplomacy/Economic strength

Klingons: Military

Romulans: Subterfuge



Three powers can use any means, but will face disadvantages when going against their strength. (i e: Federation using military strength will weaken diplomatic standing. Klingon using diplomacy will embolden local military resistance. Romulans using diplomacy will have less chance of success)



During every turn, there is a 1/6 chance of random calamity (convoy lost, contact lost with colony)

Use the following table:

1d6 roll=result

1= convoy closest to destination lost

2= contact with random colony lost

3= power lost to all shipyards for one turn

4= pirate appears from warp and attacks random colony

5= population stages violent revolt on random colony

6= defsats malfunction, destroy random orbiting ship in random system



Every system has 1/5 chance of being dominated by pirate activity upon first contact. (1d6= '1'= pirate activity. '2-5=no pirate activity. '6'=reroll)



Each time a power hijacks convoy, there is a 1/6 (1d6) chance that one of its systems will fall under pirate attack.



Despite ROE, each power will have to use disadvantage to gain access to system at least twice



Pirate Attack:

Pirate attacks consist of attacks on planets, installations and starships. Use simple combat tables to determine number and types of craft.

Default pirate craft will be determined by 1d6 roll:



Klingons:

1-2= Klingon ship

3-4= Romulan ship

5-6= Federation ship



Federation:

1-2= Federation ship

3-4= Klingon ship

5-6= Romulan ship



Romulans

1-2= Romulan ship

3-4= Federation ship

5-6= Klingon ship



Klingons and Romulans can employ privateers that can be customized.



Capturing enemy ships:

Capture attempts/hit and run attacks can only be used during heavy combat.



System Conquest:

To conquer a system, you must conquer one controlling planet, including any defense.



System Defense:

When conquering non-aligned systems, roll 2d6 to determine defense rating.



roll=result

2=1

3=2

4=3

5=4

6=5

7=6

8=7

9=8

10=9

11=10

12=reroll



Systems have defense ratings of 1 through 10.



1= No installations

No ships permanently assigned

2= No installations

Less than six ships (Destroyer class) permanently assigned

3= Less than six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

4= Six defsats in orbit

Less than six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

5= Six defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

6= Eight defsats in orbit

Six ships (Destroyer class), or one to three ships (heavy cruiser class) permanently assigned

7= Eight defsats in orbit

One to three ships (heavy cruiser class) permanently assigned

8= Nine or ten defsats in orbit

One to three ships (heavy cruiser class) permanently assigned

9= Shipyard assigned

Four to six ships (heavy cruiser class) permanently assigned

10= Starbase assigned

Four to six ships (heavy cruiser class), or any number of carriers permanently assigned



Planets have 100 defending teams. To conquer a planet, you must defeat it in simple combat and boarding party action. Note on Planetary Bombardment: Once planetary defenses are defeated, 100 defending teams may be destroyed with planetary bombardment at the rate of 1 defender per 4 points damage. However, if you use bombardment to defeat 50 or more teams, planet will be uninhabitable (and cannot be officially claimed and utilized) for five turns. After 3 volleys, there is a 1/6 chance of defenders showing up (random rules for fleet). After 5 volleys, 2/6 chance. After 7 volleys, 4/6 chance. After 9 volleys, automatic defenders.



System Negotiation:

On first turn, 2/6 chance (1d6, 1-2 required). On second turn, 4/6 chance (1d6, 1-4 required). On third turn, 5/6 chance (1d6, 1-5 required). if you do not succeed at that point, negotiations fail. You have to vacate system and wait three turns, then you can return try again. If you fight off pirates in system, you automatically have 5/6 chance of success. If you attack system and fail to conquer it, system is closed to negotiation. Same rules apply for subterfuge.

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